1. Version 2.0.55 released as stable
  2.  
  3. Balancing
  4. Fuel acceleration bonus and equipment speed bonuses now apply quarter of compound bonus rate to turning rate of tank-driving cars (e.g. tank)
  5.  
  6.  
  7. Bugfixes
  8. Added missing notification of "too far to connect" for smart belt dragging when the obstacle is exceeding the limit of the related undergrounds.
  9. Changed pipette of fluid recipes to work the same as pipette of item recipes. https://forums.factorio.com/128512
  10. Fixed "Any request zero" wait condition triggering when building last item on a space platform. https://forums.factorio.com/127644
  11. Fixed LuaEntityPrototype::get_inventory_size() returning nil for rocket_silo_rocket and rocket_silo_trash inventories. https://forums.factorio.com/129009
  12. Fixed LuaForce::platforms read not being mapped by platform index as documented.
  13. Fixed LuaGameScript::take_technology_screenshot was not processing selected_technology. https://forums.factorio.com/129086
  14. Fixed LuaRadarControlBehavior was missing LuaControlBehavior fields.
  15. Fixed a broken menu simulation. https://forums.factorio.com/128891
  16. Fixed a crash due to item request proxy inconsistency.
  17. Fixed a crash in map generation when offset_x/y was infinite by adding stronger noise expression argument validation.
  18. Fixed a crash opening the train GUI in spectator controller. https://forums.factorio.com/117928
  19. Fixed a crash related to logistic filters that should not have import from configured but kept having one due to missing migration. https://forums.factorio.com/128719
  20. Fixed a crash when a vehicle with roboport equipment was marked for deconstruction. https://forums.factorio.com/128664
  21. Fixed a crash when attempting to run RCON commands in single player before the first tick has run. https://forums.factorio.com/128760
  22. Fixed a crash when calling LuaEntity::launch_rocket() with no character.
  23. Fixed a crash when clicking on "Show only essential technologies" in technology GUI while a hidden technology is selected. https://forums.factorio.com/128534
  24. Fixed a crash when defining a local noise expression as empty string and using it. https://forums.factorio.com/128654
  25. Fixed a crash when game was saved in complete mode (for desync, benchmark or heavy mode) that could happen after a save file was loaded from an older version requiring transport line groups to be reconstructed while there were also blueprints with transport belts present in the save.
  26. Fixed a crash when ghost of train stop with custom color is upgraded.
  27. Fixed a crash when interacting with temporary stops in moving trains. https://forums.factorio.com/127258
  28. Fixed a crash when migrating rolling stocks. https://forums.factorio.com/128667
  29. Fixed a crash when player uses editor and views surface through remote view and presses shift+right click. https://forums.factorio.com/128840
  30. Fixed a crash when reading LuaStyle::horizontal_spacing and vertical_spacing of a table which didn't have these values set. https://forums.factorio.com/129013
  31. Fixed a crash when replacing a buffered fluidbox with an unbuffered fluidbox. https://forums.factorio.com/128933
  32. Fixed a crash when script requested printing a localised string that has recursion loop. https://forums.factorio.com/113273
  33. Fixed a crash when setting active=false on logistic/construction robots. https://forums.factorio.com/128560
  34. Fixed a crash when trying to parameterize infinity pipe filters. https://forums.factorio.com/128626
  35. Fixed a crash when trying to render corpses without graphics defined. https://forums.factorio.com/128926
  36. Fixed a crash when trying to render screenshots of entities marked for upgrade in multiplayer latency. https://forums.factorio.com/128431
  37. Fixed a crash when using --dump-prototype-locale with some mods. https://forums.factorio.com/128838
  38. Fixed a rare, failing demolisher-related consistency check. https://forums.factorio.com/128720
  39. Fixed a recursive table in data would cause a crash. https://forums.factorio.com/128510
  40. Fixed a rendering issue with tables when removing all child widgets at once. https://forums.factorio.com/128820
  41. Fixed agricultural tower having insufficient electric buffer size when crane_energy_usage was larger than energy_usage.
  42. Fixed an issue when changing constant combinator values in multiplayer. https://forums.factorio.com/128613
  43. Fixed an issue with choose-elem-button highlighting when disabling/enabling widgets. https://forums.factorio.com/128938
  44. Fixed an issue with scrollable tooltips and label sizes. https://forums.factorio.com/128655
  45. Fixed any filter was showing in copy-paste filters tip. https://forums.factorio.com/129042
  46. Fixed asteroid collector not drawing arms and radius when offscreen. https://forums.factorio.com/116156
  47. Fixed belt gap traversing bug related to overbuilding ghost undergrounds with real ones. https://forums.factorio.com/128283
  48. Fixed blueprint tile building sometimes not allowing partial builds https://forums.factorio.com/122966
  49. Fixed blueprints not building cover tiles when foundation tile build failed on the same position https://forums.factorio.com/128637
  50. Fixed consistency issue with locomotive's fuel inventory if it has non fuel items in it.
  51. Fixed entity ghost colliding colliding with other force's entity marked for deconstruction sometimes causing a crash https://forums.factorio.com/127660
  52. Fixed extra padding above the ghost cursor selection GUI. https://forums.factorio.com/126818
  53. Fixed getting an extra warning message of missing underground even when its not needed. https://forums.factorio.com/124209
  54. Fixed ghost rotated overbuild over real entity would not generate events. https://forums.factorio.com/128717
  55. Fixed ghosts were not showing wire connection areas properly for combinators and power switches when connecting wires.
  56. Fixed heat pipe connections did not flip. https://forums.factorio.com/129176
  57. Fixed high memory usage of asteroid collectors because they didn't remove invalid asteroid chunks from tracking when they were disabled. https://forums.factorio.com/128564
  58. Fixed inserter rotation and extension speed would ignore quality level of normal quality. https://forums.factorio.com/128506
  59. Fixed inserters could get stuck trying to insert into lab with some modded technologies active. https://forums.factorio.com/128625
  60. Fixed it was possible to set "solar" usage priority for electric energy source of entities that are not a solar panel.
  61. Fixed listbox items with remarks would have their text cut off unnecessarily. https://forums.factorio.com/118954
  62. Fixed math2d.vector.to_orientation() not enforcing range [0, 1) for the return value. https://forums.factorio.com/128085
  63. Fixed missing localisation for nuclear explosion effects. https://forums.factorio.com/129104
  64. Fixed missing train stop limit and priority blueprint parametrisation context captions translations. https://forums.factorio.com/128318
  65. Fixed modded furnaces would not work with item and fluid recipes based on ingredients order.
  66. Fixed multioctave noise allowing negative and infinite octaves which caused the game to freeze in map generation on ARM systems. https://forums.factorio.com/128358
  67. Fixed other forces' ghosts with tile buildability rules colliding with a tile ghost on platform being removed on tile ghost build. not revive.
  68. Fixed possible memory management error when initializing GPU device counters with Metal. https://forums.factorio.com/128505
  69. Fixed renaming the last train stop on a surface would rename all global uses of the name in interrupts. https://forums.factorio.com/123641
  70. Fixed researched and disabled technologies being shown in the technology tree and considered as "not researched" for prerequisites checks. https://forums.factorio.com/128875
  71. Fixed script could rotate inserters into diagonal directions. https://forums.factorio.com/129103
  72. Fixed several issues of factoriopedia entries being in the wrong order. https://forums.factorio.com/128417
  73. Fixed smart belt building over a curve in reversed direction. https://forums.factorio.com/126645
  74. Fixed solar panels on a script created surfaces were not affected by surface properties.
  75. Fixed some issues around setting driving for a vehicle on different surface via scripts https://forums.factorio.com/127651
  76. Fixed spidertron remote not showing the color of the selected spiders. https://forums.factorio.com/120405
  77. Fixed splitter gui was not updated in some cases. https://forums.factorio.com/129161
  78. Fixed spoilable category not showing in Factoriopedia when the item spoiled into nothing. https://forums.factorio.com/129011
  79. Fixed storage tank was not showing fluid content through window when frozen. https://forums.factorio.com/129084
  80. Fixed super forced building across underground belts not working for some directions. https://forums.factorio.com/127335
  81. Fixed super-forcing gates and walls would sometimes cause deconstruction of adjacent curved rails (https://forums.factorio.com/122374 and https://forums.factorio.com/116779)
  82. Fixed textbox overlap in logistic network GUI. https://forums.factorio.com/118078
  83. Fixed texture initialization on low-memory Macs with the Metal graphics backend. https://forums.factorio.com/128458
  84. Fixed that AnimationSheet::repeat_count wasn't handled correctly and could crash the game. https://forums.factorio.com/128804
  85. Fixed that LuaEntity::launch_rocket() did not work with some parameter combinations. https://forums.factorio.com/128724
  86. Fixed that a black line could appear between chunks at some zoom levels. https://forums.factorio.com/128367
  87. Fixed that a long 'Enable train limit' translation would make the train stop GUI expand. https://forums.factorio.com/127386
  88. Fixed that asteroids would block placing blueprints. https://forums.factorio.com/128859
  89. Fixed that beacons would not respect the allowed module categories of the affected machine. https://forums.factorio.com/116042
  90. Fixed that belt dragging over belt undergound gap changed direction in the process, effectively making one part of the drag in the opposite direction.
  91. Fixed that building while in the trains GUI when entered from remote view would build physical items. https://forums.factorio.com/128591
  92. Fixed that changing recipes in ghost assemblers would always clear requested modules. https://forums.factorio.com/128942
  93. Fixed that changing recipes in ghost assembling machines didn't remove invalid item requests. https://forums.factorio.com/127958
  94. Fixed that character armor animations did not play correctly. https://forums.factorio.com/128631
  95. Fixed that construction robots dispatch for item requests was too slow in networks with many unfulfillable requests. https://forums.factorio.com/127543
  96. Fixed that deleting all achievements in a modded game also deleted Steam achievements. https://forums.factorio.com/128753
  97. Fixed that demolishers would fall asleep while mostly outside of their territory and would not respond to taking damage. https://forums.factorio.com/128104
  98. Fixed that destroying a character entity while it was in a space platform would crash the game. https://forums.factorio.com/128935
  99. Fixed that did on_player_driving_changed_state not run when cargo pods landed. https://forums.factorio.com/117557
  100. Fixed that disabling a text field widget didn't disable the rich text icon selector. https://forums.factorio.com/125560
  101. Fixed that eggs could spoil while traveling over open space and result in stuck biters. https://forums.factorio.com/128902
  102. Fixed that fast-replacing furnaces did not put result items into the correct slots. https://forums.factorio.com/128756
  103. Fixed that finishing a map drag and closing remote view on the same frame would cause remote view to become "stuck" at an offset. https://forums.factorio.com/128746
  104. Fixed that ghost upgrading entities in remote view would play a failure sound if the entity supported rotation but was not currently rotatable. https://forums.factorio.com/122205
  105. Fixed that ghost-building upgrading of an entity with module requests would clear the module requests. https://forums.factorio.com/128998
  106. Fixed that inactive crafting machines were not clearing animation state when freezing.
  107. Fixed that inserters could get stuck when captured spawners would revert and be re-captured. https://forums.factorio.com/128751
  108. Fixed that instant upgrading modules was not instant. https://forums.factorio.com/128649
  109. Fixed that internal console textfield scrollbar moved to the beginning and back after every key press if the message was too long.
  110. Fixed that it was not possible for scripts to set the player's zoom level at or below 1/32. https://forums.factorio.com/128530
  111. Fixed that item insertion requests didn't work well with spidertron's sorted inventory. https://forums.factorio.com/120830
  112. Fixed that items in provider chests did not count as available when reading logistic network requests. https://forums.factorio.com/128584
  113. Fixed that landing at modded planets could cause the game to get stuck waiting for a landing position. https://forums.factorio.com/128194
  114. Fixed that locomotive fuel request couldn't be canceled outside of remote view. https://forums.factorio.com/128552
  115. Fixed that manually launched rockets could be sent to platforms mid-flight in some cases. https://forums.factorio.com/128393
  116. Fixed that multiplayer networking would fail if there were too many mods in the mods directory on Linux. https://forums.factorio.com/128429
  117. Fixed that negative quality effects did not show correctly in tootips. https://forums.factorio.com/128464
  118. Fixed that offshore pump ghosts kept their fluid filters in cases where they weren't meant to. https://forums.factorio.com/128542
  119. Fixed that railguns didn't show the maximum energy consumption correctly. https://forums.factorio.com/128858
  120. Fixed that recipe with quality tooltip didn't work for modded GUIs. https://forums.factorio.com/128958
  121. Fixed that red wire shadows on selector combinators did not render correctly in the east orientation. https://forums.factorio.com/128890
  122. Fixed that renaming all stops would change the color of all stops with that name. https://forums.factorio.com/128440
  123. Fixed that rocket silos disabled by script would still try to fulfil space platform requests. https://forums.factorio.com/128819
  124. Fixed that some map generator GUI headers didn't show. https://forums.factorio.com/128566
  125. Fixed that some space-age recipes using spoiling could be paused indefinitely. https://forums.factorio.com/128716
  126. Fixed that text field rendering did not work correctly when when changing the text value in some cases. https://forums.factorio.com/126400
  127. Fixed that the Constant Combinator GUI had inconsistent default values. https://forums.factorio.com/128502
  128. Fixed that the blueprint GUI could think there were pending changes when there weren't. https://forums.factorio.com/128937
  129. Fixed that the blueprint parametrisation formula UI error handling didn't properly fill the variables resulting in false positive errors. https://forums.factorio.com/128195
  130. Fixed that the default graphics settings for some Macs with Apple GPUs were too high. (https://forums.factorio.com/128458, https://forums.factorio.com/128653)
  131. Fixed that the fulgoran lightning attractor didn't show what items it would produce when mined. https://forums.factorio.com/128612
  132. Fixed that the galaxy of fame button would not show when in multiplayer. https://forums.factorio.com/128259
  133. Fixed that toggling rocket silo space platform requests did not set the last user. https://forums.factorio.com/128785
  134. Fixed that transport belt ghost upgrading could generate unexpected undergrounds. https://forums.factorio.com/128232
  135. Fixed that valves would play a working sound when no fluid is flowing.
  136. Fixed that when parametrising something without quality (fluid for example), confirming with shortcut didn't allow to keep the parameter. https://forums.factorio.com/127940
  137. Fixed that you could un-toggle all of the time buttons in the production statistics GUI. https://forums.factorio.com/128694
  138. Fixed that you couldn't immediately clear the cursor if the inventory "hand" was on a filtered slot and you held a different item. Hand will now move to a new slot when swapping it. https://forums.factorio.com/114621
  139. Fixed the browse arrows in the remote view changing position when opening the train GUI. https://forums.factorio.com/119525
  140. Fixed turret cooldown not accounting for StartingAttack phase length, making effective turret cooldowns longer. Fixes Railgun turret showing incorrect shooting speed. (https://forums.factorio.com/128656) Fixes Railgun upgrades not being correct. (https://forums.factorio.com/116987) Adjusted railgun cooldown to maintain previous shooting speed. Effective technology bonus increased slightly.
  141. Fixed upgrade planner upgrading incorrect module slots when the entity was marked for downgrade. https://forums.factorio.com/121495
  142. Fixed various problems of smart belt building with no undergrounds in inventory over perpendicular belts. https://forums.factorio.com/122935
  143. Fixed vehicle ammo refill was not working. https://forums.factorio.com/129137
  144. Fixed wait condition "any planet import zero" was ignoring negative filters when deciding which items would be requested. https://forums.factorio.com/128821
  145. Fixed wire shadow rendering ignoring surface shadow opacity. https://forums.factorio.com/128633
  146. Improved collection of asteroid chunks on space platforms with fluctuating speed. https://forums.factorio.com/124493
  147. Killed landmines now explode. https://forums.factorio.com/121065
  148.  
  149.  
  150. Minor Features
  151. Added --run-replay command line option.
  152. Show existing turrets' radius when holding a turret to be built. https://forums.factorio.com/116572
  153. Smart underground belt building now considers splitter to be an obstacle if there was something connected to the lane already.
  154. Spidertron remote tooltips show a camera view of the selected spiders.
  155.  
  156.  
  157. Modding
  158. Added AgriculturalTowerPrototype::accepted_seeds.
  159. Added AgriculturalTowerPrototype::randomize_planting_tile.
  160. Added ItemPrototype::moved_to_hub_when_building.
  161. Added LandMinePrototype::trigger_interval.
  162. Added LightningProperties::lightning_multiplier_at_day, lightning_multiplier_at_night, multiplier_surface_property and lightning_warning_icon.
  163. Added RecipePrototype::additional_categories.
  164. Added SolarPanelEquipmentPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  165. Added SolarPanelPrototype::performance_at_day, performance_at_night and solar_coefficient_property.
  166. Added `helpers` to settings and prototype stages.
  167. Added the "valve" entity type.
  168. Added utility constants logistic_slots_per_row, crafting_queue_slots_per_row, blueprint_big_slots_per_row, blueprint_small_slots_per_row, and trash_inventory_width.
  169.  
  170.  
  171. Scripting
  172. Added LuaControl::get_inventory_name.
  173. Added LuaEntity::cargo_bay_connection_owner read.
  174. Added LuaEntity::crane_end_position_3d read for getting current ending position of agricultural crane. https://forums.factorio.com/128752
  175. Added LuaEntity::get_fluid_source_tile() and get_fluid_source_fluid().
  176. Added LuaEntity::owned_plants read.
  177. Added LuaEntity::set_inventory_size_override/get_inventory_size_override methods with support for container and cargo-wagon.
  178. Added LuaEntity::use_transitional_requests read/write.
  179. Added LuaEntity::valve_threshold_override read/write.
  180. Added LuaEntityPrototype::agricultural_tower_radius, crane_energy_usage and growth_area_radius read.
  181. Added LuaEntityPrototype::fluid_source_offset.
  182. Added LuaEntityPrototype::launch_to_space_platforms read.
  183. Added LuaEntityPrototype::valve_mode read, LuaEntityPrototype::valve_threshold read, and LuaEntityPrototype::get_valve_flow_rate(quality).
  184. Added LuaGuiElement::quality read/write for "sprite-button" type.
  185. Added LuaHelpers::compare_versions().
  186. Added LuaHelpers::game_version read.
  187. Added LuaInventory::name read.
  188. Added LuaSchedule::get_inside_interrupt()/set_inside_interrupt().
  189. Added LuaSpacePlatform::clear_ejected_items().
  190. Added LuaSpacePlatform::eject_item().
  191. Added LuaSpacePlatform::ejected_items read.
  192. Added LuaSurface::daytime_parameters read/write.
  193. Added LuaSurface::global_electric_network_statistics read.
  194. Added LuaSurface::pollution_statistics read.
  195. Added LuaSurface::set_pollution.
  196. Added LuaSurface::spill_inventory.
  197. Added `quality` to on_script_trigger_effect event when item spoils to script trigger.
  198. Added character parameter to LuaEntity::launch_rocket.
  199. Added defines.inventory.agricultural_tower_input and defines.inventory.agricultural_tower_output.
  200. Added defines.inventory.linked_container_main, asteroid_collector_output, crafter_input, crafter_output, crafter_modules, crafter_trash, lab_trash.
  201. Added drop_full_stack parameter to LuaSurface::spill_item_stack.
  202. Changed LuaEntity::set_passenger() to work with cargo pods.
  203. Changed LuaLogisticSection::set_slot() to return the existing conflicting slot (if one exists) instead of erroring.
  204. Changed on_space_platform_changed_state event to run after all starter pack actions are done when applying it and LuaSpacePlatform::hub is set.
  205.